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=====Priest===== Priests dedicate their lives to the worship of either Ceipheed, or his dragon aspects that remain in the world. They can be found either living in a metropolitan community, such as Saillune proper, or traveling abroad performing miracles, as Rezo the Red Priest did prior to his death. Most priests are highly respected members of the community due to the kindness they exhibit, and the charity they inspire. However, some priests don't inspire the call to action; some fanatics, like the Cult of Shabranigdu, have been known to exist and promote the end of the world, and Shabranigdu's subordinates also have their own priests, such as Greater Beast's retainer Xellos. :'''Alignment''': Any :'''Hit Die''': d6 :'''Class Skills''': Concentration(CON), Craft(INT), Diplomacy(CHA), Gather Information(CHA), Handle Animal(CHA), Heal(WIS), Knowledge(Local)(INT), Knowledge(Religion)(INT), Listen(WIS), Perform(CHA), Profession(WIS), Sense Motive(WIS), Spellcraft(INT) :'''Skill Points at 1st Level''': (4+INT modifier)x4 :'''Skill Points at Each Additional Level''': 4+INT modifier :'''Class Features''': Priests are proficient with simple weapons, but not with armor or shields ::'''Detect Evil''': Priests can detect evil at will, using a Sense Motive check with a DC 15. This may be countered by the target using a Bluff check of their own. Success on the Sense Motive roll allows the priest to see if the target is good or evil. ::'''Smite Evil''': Once per day, a priest can add their Charisma bonus to a normal attack roll and deal 1 extra damage per priest level with the attack. If the target is not evil, there is no extra damage, and Smite Evil will be wasted for that day. At 5th level, and every five levels thereafter, the priest gains an additional use of Smite Evil. ::'''Staff''': A staff is a sign of a priest's office, and is used as their sole focus for spellcasting purposes. If a priest loses their staff, they are unable to use any priest class abilities until it is recovered, or a new staff is specifically crafted for them. Each staff is unique to the priest, and can be highly decorated, or subtly notched for identification. A staff reflects a priest's personality, and should be designed as such. A priest does not need to be wielding the staff to use priest class abilities, but it must be in their possession. ::'''Divine Grace''': At 2nd level, the priest gains a bonus equal to their Charisma bonus on all saving throws. ::'''Lay On Hands''': At 2nd level, a priest with a Charisma of 12 or higher can heal wounds, their own or others, by touch. Each day, the priest can use Lay On Hands to heal damage equal to their priest level multiplied by their Charisma bonus. This healing may be divided by multiple recipients, and does not need to be expended all at once. Lay On Hands is a standard action. ::'''Divine Health''': At 3rd level, priests are immune to all diseases, magical, supernatural, or otherwise. ::'''Remove Disease''': At 6th level, priests can remove the diseases of another once per week. This can be used an additional time each week every three levels after 6th. ::'''Bonus Feats''': At 7th level and every 6 levels thereafter, priests gain one of the following bonus feats by player's choice: Code, Dignified, Dramatic Zeal, Iron Will, Loyal, Skill Focus (any class skill), Skill Specialty (any two class skills), Weapon Focus (staff) ::'''Spellcasting''': At 11th level, priests are considered spellcasters. They may learn additional spells, just as wizards or sorcerers, and increase their maximum known spells by four per priest level above 10th. Additionally, the priest adds their class level-10 to control checks. However, priests may only learn white magic spells. ::'''Longevity''': At 16th level, priests age much slower. Priests age only one year for every five years that pass.
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